Death Game PDF
Death Game PDF
Death Game PDF
Laurie O’Connel
12 Pins Press, London
www.twelvepinspress.com
First Edition
C
D
CONTENTS
Introduction 1 Appendices 50
Player Activities 19
Arena Moves 37
Showdowns 41
Competitor Archetypes 44
E
Death Game is a tabletop role-playing
INTRODUCTION
game. This means the rules are here to
structure your play experience, but
they are not as rigid as a board game.
You need to use your imagination to
fill in the blanks with your own
story. If the rules of this game do
not account for something, that
means the answer has to be
drawn from your own creativity
and decision-making.
1
YOU WILL NEED
█ Between three and six friends, enemies or acquaintances.
2
GAME DICE
ROLES ROLLS
You and your friends will take An element of chance is intro-
on different roles throughout duced to the game whenever
the game. a PC attempts an action
which has an uncertain
outcome. The player rolls
█ Players inhabit individual dice to see if their character
competitors in the game, pursuing their succeeds or fails. This
own goals and using their unique skills to process is described fur-
try to survive. The characters you play are ther in the section on
called Played Competitors (PCs). Skill Checks (page 11).
3
TOUCH- SAFETY
STONES TOOLS
Death Game is based on the Battle Death Game is an intense game
Royale or Death Game fictional designed to enable violence,
genre, where a group of people betrayal and murder, including
are brought into a lethal between PCs. Use safety tools of
competition and forced to kill your choice at the table and, most
each other until one remains importantly, have a conversation
victorious. Popular examples with your fellow players before you
include Battle Royale, The start. Consider using reference
Hunger Games and Squid Game. material like the TTRPG safety
Use these as inspiration for toolkit by Kienna Shaw and Lauren
your world’s game. Bryant-Monk.
4
"WHEN WE WERE KIDS, WE
WOULD PLAY JUST LIKE
THIS, AND OUR MOMS
WOULD CALL US IN FOR
DINNER. BUT NOBODY
CALLS US ANYMORE."
SANG-WOO (SQUID GAME)
5
PLAYER
PRINCIPLES
█ CARE ABOUT YOUR CHARACTERS.
But be prepared to lose them. Try to make
every last moment count.
█ BE AN ACTIVE OBSERVER.
When you are not actively part of
the scene, watch, listen to and even
interact with the unfolding events.
Remember, you could be running
the game in a few minutes.
And the spectacle is all for
your entertainment.
6
Character creation in Death Game is a
CREATING A COMPETITOR
relatively swift process. When you create a
competitor, you determine their:
█ SKILLS
█ BACKGROUND SKILL
█ STARTING ITEMS
█ PERIL SCORE
7
Skills
Each competitor has three skills which will help them survive the
Game: Violent, Smart, and Lucky. Distribute a D4, a D6 and a D8
between these skills. These are your Skill Dice. The higher the
die’s value, the better the competitor is at the skill.
When you roll a Skill Check, roll the Skill Die which relates to
the most relevant skill.
█ VIOLENT:
Use this skill for tests of physical strength, endurance and
combat. Examples: fighting off another competitor or guard,
forcing open the doors of an elevator, sprinting through
the wilderness.
█ SMART:
Use this skill for tests of cunning and intellectual
challenges. Examples: setting a trap, tracking another
competitor, decoding a puzzle.
█ LUCKY:
Use this skill where no other applies, or when you’re
relying on a coincidence or a Hail Mary to help you on
your way. Examples: finding a knife in the grass when you
really need a weapon, surviving a lethal blow, going through
the right door in a room where the wrong choice would kill
you instantly.
8
Background Starting
Skill Items
Each competitor comes into the Every character starts with one
game with a unique set of Minor Item (page 57). You can
knowledge. Your character’s back- acquire more through the process
story comprises a skill that is unique of play.
to them. For example, a character
might have the skill Pickpocket When you roll a Skill Check and
or Metalworker. have an Item which can help, you
add a D4 to your roll.
This is their Background Skill. When
faced with a challenge that directly
corresponds to your competitor’s Peril Score
Background Skill, you may roll a D10
instead of your most relevant skill for Your Peril Score is set to zero
your Skill Check. when you start, and goes up
to twelve.
The Background Skill must be used for
actions which are specifically relevant
to it. For example, someone with the
Pickpocket Background Skill might use
their background for stealing an item from
someone, or sizing up a mark, but would
not be able to use it for any stealth-based
action whatsoever. A Metalworker could
employ their background whilst welding, or
attempting to melt a metal lock, but not for
crafting any item at all.
9
From The Examination Hall
EXAMPLE COMPETITORS
Oxford, she knew she couldn’t bear going to
Durham instead. She’ll do anything to get that
coveted place. After all, she’s never lost anything
in her life.
11
Peril
Whenever you make a Skill Check, you and the GM decide together whether
the check is Perilous or Controlled.
Due to the dangerous nature of the Arena, most checks will be Perilous.
12
Resolving a
Skill Check
When you make a Skill Check: Critical Success: If the player
rolled double the DC or higher,
they get a critical success. Not
1. The GM announces the DC. only do they accomplish what
they intended to, but they get an
2. The player rolls their Skill Die additional benefit. This could be
(Boosting it if relevant) and something tangible like finding an
adds the correct number Item or filling in a Clock, positional
of D4s relating to like gaining the advantage in a fight,
situational bonuses. or narrative like learning important
information or deepening an alliance.
3. The player adds together
the results of all the dice Success: If the player beats the DC, they
and announces the succeed. They do what they intended to
total result. and they don’t get hurt.
13
Opposed Death
Skill Checks Saves
If two PCs come into direct conflict Every PC has a Peril Score. This
with each other, they may make an starts at zero, and escalates over the
Opposed Skill Check. These are course of the game. It goes up by one
always Perilous. The choice to call every time you fail a Perilous check.
for an Opposed Check is at the
discretion of the GM. When you fail a Perilous check,
make a Death Save by rolling a
In this situation, both PCs make a Skill D12. You must roll over your Peril
Check, adding appropriate bonuses Score, or you die.
and advantages. The PC who rolls the
lowest fails and makes a Death Save.
The PC who rolls the highest succeeds.
14
Hero Points Social Encounters
If all players at the table How your competitor interacts with others
decide a PC has done is entirely reliant on role play and as such
something particularly heroic there is no relevant statistic. You choose.
or exceptionally cunning, that
competitor may be awarded a However, if your competitor wants
Hero Point (HP) which they something from another competitor,
can spend to escape an in- they must offer something up in
evitable death when they fail a exchange. This could be some food, an
Death Save. Item, intimacy, friendship, or the
promise of a connection outside the
When you spend an HP, narrate walls of the death game.
how your competitor narrowly
escapes with their life. Whoever is playing the other
competitor (whether the GM or
another player) decides if the offer
is good enough for the competitor
to offer help or alliance.
15
Promises
Some social encounters will put A Promise does not automatically
you in a situation where you can happen, only when it is nar-
make a Promise to another com- ratively appropriate.
petitor (whether a PC or NPC).
When you make a Promise, write
For example: it down on a piece of paper and
attach it to your competitor.
When you are acting to fulfil
█ When you make an alliance with this Promise, you Boost your
another competitor. Skill Die.
16
Items Rations
OPTIONAL RULE
PCs start with one Item each, but
you can take Items from dead At the start of the game, the players
characters, or find them whilst and the GM decide if scarcity is a
playing the game. Items are factor in the Arena. If you need food,
usually rolled randomly when water, some kind of in-game currency,
found, unless their existence is or another limited resource, you can
predetermined in the game. track this using the Rations mechanic.
You can exclude Items that are
not suited to your setting Every competitor starts with D4
from random tables. Rations. They can find more by carrying
out specific Player Activities, trading for
Item tables can be found on them, receiving them as a reward for
page 57. completing Arena challenges, or by rolling
them on the Item Tables instead of a
regular Item.
17
18
PLAYER ACTIVITIES
As your competitor spends time in the Arena, they can
choose to carry out different Activities. You can carry
out one Activity during each part of the Day (morning,
afternoon, evening, and night). Some Activities can only
be done at night.
19
Anytime
GATHER SUPPLIES FORTIFY A SPOT
20
Night Only
TAKE A QUIET MOMENT
21
Hunts
Hunts are carried out against other
competitors when they are Hunkered
Down or otherwise protected.
22
As a Game Master (GM), you will describe the world around
the characters, and populate it with NPCs ready to kill and die
alongside the player characters.
23
GAME
MASTER
PRINCIPLES
█ KEEP THINGS MOVING.
In the Arena, something should always
be happening, and danger should always
be building.
24
Setting
STARTING THE GAME
Taking turns around the table, players answer one question
each until all questions are answered.
25
Gimmicks
Most Arenas have a EXAMPLE GIMMICKS
Gimmick, something that
makes them unique. The Arena is…
26
Arena Board Competitors
Next, prepare your Arena Board. Choose the starting number of
You can use the board that comes competitors. This number depends on
with the game, or any large sheet how long you want to play, and how
of paper. The Arena should be deadly you want the game to be.
large and divided into Zones. You
should have at least one Zone Between twenty-five to fifty competitors
per player. are recommended for ease of play. If you
start with fewer competitors, you need
The Arena Board is used to log to use fewer Cull and Cornucopia Arena
developments in the game as it Moves, which reduce numbers.
unfolds. Write down the time
of Day, how many competitors You should also create a handful of Named
are left in the game, important Competitors to start off within the game.
Locations, any active Clocks, Use the Competitor Archetypes as a base
and any named NPCs. and ask for the players’ input. You will add
more as the game progresses. You do not
need to name all competitors before playing.
27
Starting Play
When you have prepared the Arena Board
and are ready to start play, you should run
an introduction scene. Describe how your
competitors enter the Arena, and what the
Arena looks like.
As the GM, you can use the Game Elements, all of which
are tracked on the Arena Board, to add more structure to
play and allow the GMs and players to rotate when a PC
dies. Play continues until a Showdown is reached.
28
29
30
How To How to Use
USING THE GAME ELEMENTS
Use Zones Locations
Zones break down the Arena Important Locations should
into smaller Locations, and be marked on your Arena
give players an idea of where Board. If a Location is in
their PCs are in relation to other the same Zone as a com-
competitors and Locations. They petitor, they can reach it
can represent any type of space, easily. You can add new
from individual rooms in a building, Locations or alter pre-
to parts of a great forest, to existing ones as time
neighbourhoods in a city. goes on.
31
How to
Track Time
Every death game is played over several
Days, each of which is divided into four
sections: Morning, Afternoon, Evening,
and Night.
32
How to
Use Clocks
A Clock is used to represent progress
and development. If a task cannot be
completed in one action, or an effect is
ongoing, you can use a Clock to track
completion or duration.
33
How to Use
Non-Played Competitors
The PCs are not the only competitors in Named Competitors follow
the game – at least at first. Non-played different rules than PCs,
competitors (NPCs) come in multiple to keep play quick and easy.
variations – the easily disposed of, the These can be found in
lovable, and the absolutely terrifying. the Competitor Archetypes
section (page 43).
You will not have to name all the other
competitors immediately. Many will be When the GM rotates, the
killed before they have a chance to previous GM should choose a
make much of an impression. Named Competitor and convert
them into a PC.
The competitors who are not cannon-
fodder are Named Competitors.
These should be characters who
stand out as threats, potential allies,
or both. Named Competitors
should be kept note of and
attached to the Arena Board,
allowing players to keep track of
them and new GMs to make use
of pre-existing characters.
34
Adding How to Track
Named NPCs Eliminations
In order to flesh out the Arena It is very important to keep track
without creating tens of competitors of how many NPCs are left in
to keep track of, you should create a the game. This is what allows you
handful of Named Competitors at to identify when it is time for
the start of the game. a Showdown.
More can be added during play. If On your Arena Board, mark a tally of
an unnamed competitor becomes competitors that have already been
important, they should become a eliminated. You can use this tally to
Named Competitor and be as- make decisions on how the game
signed an Archetype. should be paced.
35
Pacing Managing Scenes
As the game progresses and Competitors will spend a large amount of
the number of competitors time separated. Some scenes will include
dwindles, the way the Game only one or two PCs, while other players
Masters (both in and out simply sit and watch.
of fiction) control the game
will change. You can allow players to add to the
scene in other ways, such as making
In the initial phases, GMs should suggestions or running a non-played
make use of events and Arena competitor for a while.
Moves which kill a large number of
competitors quickly. This is the role
of Cull Moves. It is also completely
acceptable to kill a few unnamed
competitors ‘off-stage’, or in the
background of a scene with the PCs.
36
In every part of the Day, the GM
ARENA MOVES
can make an Arena Move.
37
Immediate Moves
CONFRONTATION CULL
38
Introduction Clock
Moves Moves
COMPETITOR CREATURE
ESCAPE
LOCATION
Some of the competitors team
Introduce a Location and write it on up to start planning an escape.
the Arena Board.
HUNT
39
From The Examination Hall
█ DODGEBALL:
The Invigilators invite all competitors to play an intense
game of dodgeball. Participation is compulsory. Those
40
When the number of
SHOWDOWNS
remaining competitors is
equal to the number of
players, a Showdown
begins. During a Showdown,
the slate is wiped clean. All
Hero Points are destroyed.
All characters must be con-
fined to the same scene.
41
EXAMPLE SHOWDOWNS
42
43
Every named NPC needs
three things:
█ A name
█ An Archetype
█ A secret
44
DC 4 Bitch Alert
The Bitch Alert is usually
introduced to the scene looking
absolutely stunning, perhaps
wearing leather, definitely sport-
ing a mean smirk. Sometimes it’s
nice to signal who’s going to be a
villain early.
DC 5 Knife Pervert
The Knife Pervert always has a sharp knife,
or ten. They’re excellent at throw-
ing them. Sometimes they’ll even
lick them…
Puzzle Legend DC 6
The Puzzle Legend has a brain like a
living sudoku. Full of numbers and
extremely efficient.
DC 6 Sly Strategist
The Sly Strategist thinks about the big picture,
not just immediate survival. They want to
learn as much about the game as possible,
and they're happy for other people to do
their dirty work for them.
47
Shady Lady DC 4
The Shady Lady will usually
introduce themselves as a former
magistrate, salesperson, teacher,
or something equally mundane, but
there's definitely something secretive
under that smooth exterior.
Jerk Jock DC 5
The Jerk Jock is the bully of the Arena.
They’re big, brash, mean, and hard
to kill.
48
"YOU HAD BETTER
NOT CALL ME EVIL. IF THERE
WERE SEVEN BILLION PEOPLE JUST
LIKE ME, THE EVIL ONE WOULD BE
YOU. YOU'RE LUCKY YOU'RE ON THE
SIDE OF THE MASSES."
49
NIRAGI (ALICE IN BORDERLANDS)
50
Deciding a Setting
EXAMPLES OF PLAY
Tan, Joel, Ceara and The whole group then votes on a
Freddy are playing to- secret Gimmick for the island.
gether. They all love Battle
Royale (the film) so they Tan suggests the teachers are also
decide to use a sim- on the island, hunting the students.
ilar premise.
Joel suggests the island’s rain is
All four of them agree on a lethally acidic.
concept involving school
children (16-17 year olds) Ceara suggests the island is
from the same class, fighting covered in carnivorous plants.
for their lives on a secret island.
Freddy suggests a small group
Because they’ll be playing as of students has been given
children, they dedicate extra secret training and weapons
time to a safety discussion in order to win the game.
outlining the themes they do and
don’t want in their game. They The group votes in secret
decide collectively to exclude any and Freddy counts up the
sexual content, but they’re okay votes. The group voted
with any level of blood and gore. for Tan’s suggestion, but
Freddy doesn't reveal
They decide not to include an this yet.
X-Card in their game, instead agreeing
that if they want to change anything
about a scene, they will stop each other
and have a conversation about
potentially upsetting content.
51
Character Creation
Tan, Joel and Ceara are creating new The group agrees that the school
characters. Freddy starts off as the GM. is based in the USA, which aligns
with Kai’s backstory.
Tan creates a character called Kai.
They assign a D4 to Violent, a D6 to Ceara and Joel create characters,
Lucky and a D8 to Smart. Since too. Ceara wants to play Alberto, a
they’re playing as students, they sporty kid with a crush on Kai. She
decide to choose their competitor’s checks in with Tan about this idea,
favourite subject for their and they agree to it.
Background Skill. Tan picks
Chemistry for Kai. They roll a Joel wants to play Suzie, a rich ‘mean
starting Item and get a Torch. girl’ with a lot of fake friends. Joel and
Ceara both assign their skills, and
They explain to the group that prepare to set up the Arena Board and
they want Kai to be non- start the game.
binary. They describe them as
a nerd from a poor
background working hard to
get a college scholarship.
52
A Skill Check, a Death
Save and a Promise
At the end of the first Day, none of the PCs have yet died. Kai
is on their own, exploring a mysterious tower on the island
to look for resources. They choose Investigate from the list
of Player Activities. Tan explains to the group that they
have a torch, so they’ve waited to explore until the cover
of darkness, hoping this will give them an advantage.
Kai already failed two Perilous rolls right at the start, in the
opening scene when the students were forced to run
through a field of moving lasers. They survived, but their Peril
Score is already at two. This recent failed check means they
have to increase their counter to three, and roll a D12 to see if
they survive.
54
Tan rolls a D12, and fails
with a two. Their character is
going to die due to a run of
bad luck.
Freddy: Exactly.
55
Ceara’s character switches Zones, even though it is
technically not her turn to choose a Player Activity, to
enable the dramatic moment.
56
Minor Items
ITEMS
NEUTRAL VIOLENT
1. A torch 1. A switchblade
10. A calculator
57
Major Items
NEUTRAL VIOLENT
10. A defibrillator
58
NAMES
MASCULINE FEMININE NEUTRAL
59
1. I was involved in conceptualising this game, but was never
supposed to end up inside it.
60
MORE SECRETS
61
“BURN IT
ALL DOWN.
START
AGAIN”
62
63
SCENARIOS
FOR YOUR
ENTERTAINMENT
64
█ Content Warning: Children in peril, teen drama,
lgbt+phobia, misogyny, racism, and the nightmarish stress of
standardised examinations.
INTRODUCTION
O
Are you an overachiever? You thought you were, but
somehow, this time, for the first time in your life, you’ve
failed. You built your whole existence as a high-
schooler around getting into a prestigious university.
You got the extracurriculars, the grades, the perfect
CV. Yet somehow, you didn’t get the acceptance
letter. You can’t let this happen. You can’t fail.
66
About the Arena
GAME SET-UP
The Examination Hall is a beautiful building
set up like a private school or university
campus. Anything you could conceivably find
in a fancy school, you can find here. But there
are also bloodstains on every surface, rooms
which fill with poison gas and death robots
patrolling the hallways.
67
Locations
THE INVIGILATION HALL STADIUM
A huge hall with a vaulted ceiling. This large, wooden stadium features a
Paper tests are set here. Dark- convertible basketball/hockey court.
clothed Invigilators walk up and Many Cull and Cornucopia events are
down aisles of wooden school held in this room. Sports equipment is
desks. Lasers beam from the ceiling, littered through the Stadium. Gun
immediately executing anybody turrets are mounted at the top of the
who cheats or fails to score the climbing nets.
necessary grade.
LIBRARY
CHEMISTRY LABS
Not only is the Library full of
Chock full of dangerous chemicals. books, it also features poison-dart
Anybody willing to brave the poison blowers which kill anyone who
gas can expect some very useful Items makes too much noise. If you’re
in the organised chaos. going to murder each other
here, do it quietly.
68
Applicants in The Examination Hall pick
PLAYED COMPETITORS
their favourite school subject instead of
a Background Skill.
Pregenerated
Competitors
If you want to start playing quickly, you can use the
following premade competitors.
70
The Teacher’s Pet
NPC ARCHETYPES
DC 6
71
The Queen Bee DC 5
Beautiful and popular, this candidate breezes through life as though nothing
can touch them. Maybe this time they’ll get the humbling they never got in
high school.
The Wallflower DC 4
72
Candidates arrive at the high school of their
choice ready to take what they believe will be a
standard, if more difficult and competitive than
normal, exam. But once they have sat down to
begin their test, the room fills with sleeping
gas. They wake up in the Invigilation Hall,
sitting at desks.
73
This initiates the first Cull Move of the game. From the point the
examination starts, the candidates have ten minutes to find the hidden
puzzle under their desk and complete as much of it as possible. You
can give your players a free logic puzzle, or have them make
checks if doing actual puzzles is not their speed. The
worst 50% of candidates are dragged out by masked
Invigilators and shot.
74
ARENA EVENTS JURY OF YOUR PEERS DODGEBALL
75
HIDE AND SEEK GROUP PROJECT
76
You have multiple choices
Sudden
SHOWDOWNS
for Showdowns depending
on the requirements of
your game.
Death
This Showdown takes place in
the Invigilation Hall. Remaining
Applicants are sent to their desks
and asked to write down the
answers to a series of questions.
The questions are extremely
difficult (with a higher DC for every
answer) and writing the wrong
answer or falling behind time gets you
eliminated. Applicants may cheat, but
will immediately be killed by Invigilators
if caught.
VARIANT
77
Personal
Statement
Each Applicant must justify to a mysterious
Board why they should be the one to win the
game. Applicants make opposed checks against
each other, each using their Background Skill.
78
School Items
1. Basketball
2. Trophy
3. Calculator
4. Compass
5. Paint set
6. Exercise book
7. Protractor
8. Contraband substance
(GM decides what)
1. I’ve come to hate my best friend, but if I tell them I’ll lose my
last social connection.
82
About the Arena
GAME SET-UP
The Hospital is sleek, sophisticated and sterile.
Patients may have interacted with staff during
treatment, but once the death game begins
staff are completely absent. The hospital has a
great deal of automation, and any physical
intervention by game runners will be careful
to remain unseen by competitors.
83
Locations
You can assume the Conrad Open Hospital has any type of room which would
feasibly be in a regular hospital.
There are many such theatres in the Contain charts on virtually every
hospital – aseptic cleanrooms, at patient. If someone can figure out
least before competitors arrive. the filing system, they might gain
Surgical lights make these rooms an edge on their competitors.
terrible places to hide. Equipment
used during procedures can still DIAGNOSTIC IMAGING SUITES
be found here.
The hospital offers a range of
84
Competitors in The Conrad Open
PLAYED COMPETITORS
Hospital must specify which
treatment they received and
whether they consented to it,
alongside choosing a name and
Background Skill as usual.
85
NAME & BACKSTORY HP PERIL
0 0 / 12
Lloyd Knight: A week before the game
commenced, Lloyd left their home in the middle ITEMS
of the night with the intention that they would Scalpel
not be coming back. Majorly depressed and
experiencing difficult and intense mood swings,
Lloyd prepared to end it all. Intervention by the
Conrad Open Hospital saved their life. But
Lloyd still hasn’t made it home yet. They don’t
feel like they want to die anymore, at least not
right now. But are they actually willing to kill
to live?
86
An Upper Class Mind
NPC ARCHETYPES
DC: 4
87
The Ringer DC: 6
The Ringer enters the game once it’s already underway, a reward for a
previously stellar performance. They won the game before but picked up
injuries that required further treatment, throwing them back into this cycle.
This competitor is savvy to the specifics of how the game works and practiced
in violence.
Not My First Rodeo: The Ringer knows how to deal with any
challenges they faced last time in the Arena. Whether they know
where key supplies are or how to get out of challenges organised by
the administration, the Ringer will be at an advantage unless the
game runners decide to mix things up.
Forcibly entered into the game after being rescued from a grizzly
demise. Upon learning the two bands of patients, the Score Settler
developed a mighty vitriol for those who willingly signed up for this, seeing
them as tacit supporters of this system. They’ll target them accordingly.
Anyone But You: The Score Settler will never make an alliance with
someone who willingly signed up to the game.
What’s Coming to You: If you signed up willingly to the game and fail a
Perilous check in close proximity to this competitor, roll a D8 rather than a
D12 for your Death Save.
88
What’s the last thing you remember?
ENTERING THE ARENA
Try to count down from 10, you’ll be unconscious in no time.
Practice movement.
Ready to be discharged?
This is a sedative.
89
COMPLICATIONS LOST AND FOUND
ARENA EVENTS
able to reach whatever they gives competitors just to
need to survive unless the PCs make things interesting.
intervene.
This is a variation on the
Whether or not affected PCs Cornucopia Move from
survive depends on their skills the core game.
and reactions. The GM may also
use this to eliminate any number
of unnamed competitors.
90
DAMAGED MACHINE GAS LEAK
91
PERFORMANCE ENHANCEMENT
92
The Showdown for the Conrad Open
SHOWDOWN
Hospital can take place in the lobby.
93
Minor Major
Items Items
█ Lancet █ Bonesaw
█ Tourniquet █ Syringe
94
█ Content Warning: Discussions of xenophobia.
INTRODUCTION
[[muffled radio static]]
Paradise was lost to us – but by the grace of the Founders and the
Architects, we have built our new utopia, the shining city of Paradiso-5.
[[transmission ends]]
96
About the Arena
GAME SET-UP
The Arena is set in sections of Model City
Paradiso-5, a Art Deco urban environment full
of beautiful organised gardens, clean housing
and various community amenities, all encased in
a large translucent climate-controlled dome.
Common motifs are blue crystalline decorations
and statues of the founding Architects in an
inordinate number of places. Recognised citizens
don colour-coded clothing according to roles and are
linked to a central knowledge network via headsets.
97
Arena
The Arena is divided into the Citizen and Scourge Phases:
This will change the way you have to track the passage of time in this Arena
as follows:
98
Locations
THE ADMINISTRATIVE RING ARCHITECT’S SQUARE & PARK
Paradiso’s core, the seat of the A leisure area where citizens gather
Architects. Home to the control to relax and enjoy public artwork
room for the city and possibly the (which conveniently spouts slogans
final Showdown, if you follow the and quotes from city founders).
Architect‘s tune. Park goers would hate if their per-
fect day is disrupted by grubby
A more mundane part of the city Tip: You can take a familiar location
filled with factories, hydroponic from a major city and make it part
farms and other complexes that of Paradiso by doubling down on
supply citizens with every luxury. key themes:
This is where the competitors
start, usually facing a menial
labour trial with deadly results █ Urban architecture that is hostile
upon failure. to loitering
99
The cast of characters who find
themselves in Paradiso’s Arena hail
from the ecologically destroyed regions
outside the city, and their Background
Skill reflects who they used to be in
wasteland society.
Civic Flaws
PLAYED COMPETITORS
OPTIONAL RULE
101
NAME & BACKSTORY HP PERIL
0 0 / 12
Robert “White Titanium” O’Leary Robert’s
momma always told him he was born with a ITEMS
wire-jack in his hands. He can be in a computer Wire-jack
network within minutes, but he’s only ever seen
old-world tech. He’s dreamed for years of the
clean, swift systems of Paradiso. But will access CIVIC FLAW
be as easy as he’s been accustomed to?
None D10
SKILLS BACKGROUND SKILL
Violent D6 Smart D4 Lucky D8 Old-Tech Hacker D10
102
Wasteland Civic
Background Skills Flaws
103
1. I know the contest is really for choosing Architects, and I
bribed the technicians to let me keep my memories.
104
Paradiso Devotee
NPC ARCHETYPES
DC: 4
106
ARENA EVENTS CITIZEN INTERACTIONS THE BOOTSTRAPS TEST
107
MODEL CITIZEN TEST THE DEPARTMENT
OF MANPOWER
The Architects test your knowledge of Paradiso’s RECRUITING DRIVE
norms in a Jeopardy-style quiz, asking questions on
the Founders, citizen appointed roles, current Competitors are asked
events, sports trivia and so forth. Consequences to do menial industrial
for wrong answers include losing points, tasks (e.g. stamp wid-
heightened risk of elimination (known as double- gets, enter data, organise
Jeopardy), and being dropped into a pit with the packages) at a constantly
Refuse of Society (an Architect’s pet project – a accelerating pace, with the
giant venomous slime mould that was initially slowest being eliminated
developed for abrasive city cleaning). Roll a and dragged off to who
D6 per six NPC competitors. The total knows where. This challenge
number indicates how many competitors eliminates a quarter of the
failed to gain the requisite number of points NPC contestants – PCs will
and are fed to the slime mould. PC survival need to make a skill check
is determined by either a skill check or the to move faster than
optional challenge below. the competition.
108
CITYSCAPE REFURBISHMENT
█ CORNUCOPIA VARIATION
Gazing into the depths of the city’s mechanisms, competitors spy
an opportunity - perhaps a segment under refurbishment that holds
valuable items, or a transmitter station for Shepherds and headsets.
PCs who succeed in navigating the shifting mechanisms gain
an advantage.
█ HUNT VARIATION
Paradiso itself begins pursuing PCs as city structures start hemming
competitors in with hazards or herding them towards more
murderous contestants.
109
There are multiple options for Showdowns.
SHOWDOWNS
The Revelation
The architects create a massive escher-esque
cityscape maze within the Administrative District.
Speakers broadcast a monologue by the city
founders on how the world ended in a frenzy of
violence and all screens show the founding myth of
Paradiso. The first contestant to make it out alive wins.
The Journey
Towards Omelas
With the Architects as their audience, competitors are
forced to perform an allegorical play about the city’s
founding in a grand amphitheatre. Competitors are cast as
either the Founders or the Scourge, depending on how
easily they’ve assimilated within the city, and provided with
weapons. Founders are instructed to extirpate the Scourge,
while the Architects continue to field hazards that parody
dangers from the wastelands. The best (and surviving)
performer is judged to have properly understood the virtues
of Paradiso.
111
1. Salvaged MP3
2. Ski mask
WASTELAND ITEMS
4. Wire-jack
5. Paradiso-brand rations
6. Rusted dagger
7. Iron bear-trap
10. Nerve-agent
112
█ Content Warning: Mentions of drug use, satirical discussion of social
structures of oppression, (for more info, read the Author’s Note).
113
INTRODUCTION
Maybe you needed an escape; maybe you were tired of
working your ass off and still not making it; maybe you
wanted to prove yourself; maybe you just did it to own the
libs; maybe you messed with the wrong people, or maybe
the wrong people messed with you; maybe you were
randomly picked when coming home alone late at night
– maybe you don’t even have a home – since nobody
will miss you anyway. Doesn’t matter. They drugged
you and abducted you. Now you’re here.
Welcome to…
114
This scenario is a satire about how capitalism and
AUTHOR’S NOTE
mainstream media, especially reality TV, hijacks
marginalised people’s lives as entertainment –
and how, in turn, this relates to broader
discussions around “identity politics”. It is
meant to make fun of how ridiculous some of
this media can be, while exploring whether
actual liberation is possible while working
within the system. It is not meant to make
fun of oppression, but rather of the
oppressor’s gaze on narratives about
“overcoming” it. And it is meant to be
ridiculous – please, remember that when
play-ing. For other media with similar
themes (and conclusions), watch the film
Snowpiercer (2013, dir. Bong Joon-ho) –
the director’s cut, I’ve heard there’s a
butchered Weinstein US cut that I
cannot vouch for.
115
A Note on Playing
Characters with
Marginalised
Identities
Question: Can I play as a straight white guy and still
have fun?
116
About the Arena
GAME SET-UP
The Arena is on an island: nothing but the ocean as far as the
eye can see. In the centre of the island: a tower, impressively
tall and almost as wide. At the top levels of the building: the
transmission antenna, the studios, and the Penthouse,
where previous winners live in obscene luxury.
The goal is simple: start from the bottom, get to the top.
Only one person will be allowed entrance to the
Penthouse, to live the rest of their life in comfort and
opulence, with their every want provided for. No one
can get out. Not that anyone’s ever tried. Huh.
117
█ A huge movie set modelled like a city block, complete with
fake empty buildings and streets. Every phase of the day,
random areas of the block are set on fire – if you’re in one of
them, oops. If you kill someone, you earn an Item of your
choice. You must survive here for two days.
118
Character Creation
PLAYED COMPETITORS
In The Oppression Olympics, character generation
works slightly differently. Make the following
modifications to the character generation process.
BACKGROUND SKILLS
119
OPPRESSION SCORE ITEMS
The Background Skills that you No PC can start with the same Item.
have are fed to a state-of-the-art
algorithm that gives you your You can choose any Item on the
Oppression Score™. To find this, Minor Items table in the core book,
add together all your Background but the PC with the lowest
Skills. The higher your score, the Oppression Score™ gets to
better your narrative; the lower your choose first. If your Oppression
score, the better Items you start with. Score™ is 0, you can choose two.
Able-bodied straight white guys (with no If there are no Items left on the
other disadvantages that might add to table by the time the PC with
their Oppression Score™) always start the highest score gets to
with one Hero Point and two Items. If choose, they get nothing.
your Oppression Score™ is more than
two, give yourself one Peril for each
point after the first two.
120
NAME & BACKSTORY HP PERIL
0 0 / 12
Hollie Fulton: Said to a confessional camera: “I
ITEMS
grew up poor in Belfast. My Catholic parents
had never had the opportunities they should Motion Tracker
have*...[cut content] So anyway. It was tough
growing up. My parents moved to America for a
better life**, but the American Dream wasn’t as
easy as it looked, especially when I realised I
fancied girls. I always just felt out of place. I’m
here because there’s money involved, right? My OPPRESSION SCORE™
dad has cancer and his medical bills are through 2
the roof.**** Maybe if I win I can make a better
life for my family. The one my parents never had.
BACKGROUND SKILL
Immigrant D10
SKILLS BACKGROUND SKILL
Violent D6 Smart D8 Lucky D4 Lesbian D10
PRODUCERS’ NOTES
121
Discuss at the table whether you want to use any or all of these
archetypes, knowing that anybody around the table could end up
playing them as the GM.
The Hustler DC 6
Ruthless and effective, the Hustler will do anything to win. If you ally with
them, they don’t hide that they will betray you whenever necessary.
Let’s Talk About Me, Baby: Once a Day, when the Hustler sees
another competitor succeeding at something, they can play to
the cameras, making it look like either a massive victory for
NPC ARCHETYPES
them or an uncalled for attack. The Hustler’s DC for the scene
raises by one. If the competitor whose limelight they stole is an
NPC, their DC for the scene lowers by 1. If they are a PC, they
remove D4 from their Skill Checks for the rest of the scene.
If you’re allied with them, you reap the benefits. Feel bad
about it if you want.
122
DC 4 The Rebel
The Rebel attempts to rally everyone together against the system. Needless
to say, they’re mostly ignored. They are a good ally, though: while they may
risk themself for the safety of others, they’re also cautious and strategic.
You think they might have ulterior motives for being here.
Da Bomb: If the Rebel dies near you, they tell you to check their
body: they have explosives, taken from a previous level. They
break their mic and cover yours. “Take it. Set this whole shit on
fire,” they whisper, almost inaudibly. “We don’t have to play this
game. We can try to escape. This is madness.”
123
The Transsexual Pawn DC 4
She’s not a cute catgirl from Tumblr nor a sexy Instagram model.
She’s not very funny and she does not slay. She likely does not
pass, she’s awkward, she talks too loud, and her voice is kinda
ugly. She’s probably a woman of colour, too. If there’s a
transsexual empire, she’s definitely not part of it – she’s just
existing, trying to survive. If you don’t like her very much
it’s not because of politics – she’s just annoying.
124
You wake up tied to a chair, in an empty room with no
ENTERING THE ARENA
windows. In front of you: a camera and the Producer, smiling
with a big tablet in their hands. The Producer is all fake smiles
and panache. They can be any gender, sexuality, race or
nationality: the only thing that matters is they clearly do a lot
of coke and/because they’ve spent their life working for big
media companies.
The Producer asks who you are, ignoring all your questions until
you answer them. Check your privilege – literally. Are you a
white guy? Bah, alright! Nobody cares about those anymore –
I’ve heard they’re being replaced or something! But I guess we
can turn you into a broody-hero-with-a-troubled-past type, we’ll
see. Are you a homeless disabled latina trans lesbian? Now that’s
better! Smile for the camera – but not too much, people only
want you for your tragic backstory.
When you’re ready, you are once again sedated. You wake
up at the bottom of the tower, surrounded by the
other participants.
125
CANCELLATION REPRESENTATION
ARENA EVENTS
viewers) with the most targeted by other com-
notes multiplied by their petitors. They’ll be coming
Oppression Score™ have to for you.
fight until a certain number
of them (also decided by Immediately start a Hunt
the GM) are killed. One targeted at the competitor(s)
may escape cancellation who received a gift.
by using a Hero Point to
throw someone else under This is a variation on a Clock
the bus. Move from the core game.
This is a variation on a
Clock Move, which then
triggers a Cull Move from
the core game.
126
When you reach the door to the Penthouse, you
SHOWDOWN
have no choice. Only one can enter. It’s just that
simple: kill the others, get in. No games, no
gimmicks. Just your pure will to be the one that
gets to the top.
127
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LAYO 128
MANY THANKS TO ALL THE
KICKSTARTER BACKERS! ESPECIALLY…
Amaranth M
Brandon Blackburn
Bri and Mitchell
George Wilson, Gone too soon
Jack Blacklaws
Jacob Newton
Maddie Townsend
Max Meinhold
Phillip A
Ryan R
Sam Ellis
Stillfleet Studio
Sydney Stardust
Tony From Plus One
Zee Howey
Zipp!
129
130
SHINJI MIMURA:
HOW WERE WE CHOSEN?
TEACHER KITANO:
BY IMPARTIAL LOTTERY.
MIMURA:
ONE MORE.
KITANO:
SURE.
MIMURA:
WHY ARE YOU DOING THIS?
KITANO:
IT'S YOUR OWN DAMN FAULT. YOU
GUYS MOCK GROWN-UPS. GO
AHEAD AND MOCK US, BUT DON'T
YOU FORGET: LIFE IS A GAME, SO
FIGHT FOR SURVIVAL AND FIND
OUT IF YOU'RE WORTH IT.
BATTLE ROYALE (2000)